valve/src/server/monster_alien_controller.qc

129 lines
2.8 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED monster_alien_controller (0 0.8 0.8) (-16 -16 0) (16 16 72)
HALF-LIFE (1998) ENTITY
Alien Controller
*/
enum
{
CON_ATTACK,
CON_ATTACK2,
CON_THROW,
CON_IDLE2,
CON_BLOCK,
CON_SHOOT,
CON_FLINCH,
CON_FLINCH2,
CON_FALL,
CON_FORWARD,
CON_BACKWARD,
CON_UP,
CON_DOWN,
CON_RIGHT,
CON_LEFT,
CON_IDLE,
CON_UNUSED,
CON_UNUSED2,
CON_DIE
};
class monster_alien_controller:CBaseMonster
{
float m_flIdleTime;
float m_flPainTime;
void(void) monster_alien_controller;
virtual void(void) Pain;
virtual void(void) Death;
virtual void(void) IdleNoise;
virtual void(void) Respawn;
};
void
monster_alien_controller::Pain(void)
{
CBaseMonster::Pain();
if (m_flPainTime > time) {
return;
}
if (random() < 0.25f) {
return;
}
Sound_Play(this, CHAN_VOICE, "monster_alien_controller.die");
SetFrame(CON_FLINCH + floor(random(0, 2)));
m_flPainTime = time + 0.25f;
}
void
monster_alien_controller::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
SetFrame(CON_DIE);
Sound_Play(this, CHAN_VOICE, "monster_alien_controller.die");
}
/* set the functional differences */
CBaseMonster::Death();
}
void
monster_alien_controller::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
return;
}
if (m_flIdleTime > time) {
return;
}
m_flIdleTime = time + random(2,10);
Sound_Play(this, CHAN_VOICE, "monster_alien_controller.idle");
}
void
monster_alien_controller::Respawn(void)
{
CBaseMonster::Respawn();
SetFrame(CON_IDLE);
}
void
monster_alien_controller::monster_alien_controller(void)
{
Sound_Precache("monster_alien_controller.alert");
Sound_Precache("monster_alien_controller.attack");
Sound_Precache("monster_alien_controller.die");
Sound_Precache("monster_alien_controller.idle");
Sound_Precache("monster_alien_controller.pain");
netname = "Alien Controller";
model = "models/controller.mdl";
base_mins = [-16,-16,0];
base_maxs = [16,16,72];
CBaseMonster::CBaseMonster();
}